Version: 2022.3
LanguageEnglish
  • C#

AssetPostprocessor.OnPostprocessTexture(Texture2D)

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Add this function to a subclass to get a notification when a texture2D has completed importing just before Unity compresses it.

You can't choose a compression format at this point. If you want to change compression format based on filename or other attributes of the texture, use AssetPostprocessor.OnPreprocessTexture.

However, if you modify the TextureImporter settings in this way, it has no effect on the texture that Unity is currently importing, but it does apply the next time Unity imports this texture. This causes unpredictable results.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Postprocesses all textures that are placed in a folder // "invert color" to have their colors inverted. public class InvertColor : AssetPostprocessor { void OnPostprocessTexture(Texture2D texture) { // Only post process textures if they are in a folder // "invert color" or a sub folder of it. string lowerCaseAssetPath = assetPath.ToLower(); if (lowerCaseAssetPath.IndexOf("/invert color/") == -1) return;

for (int m = 0; m < texture.mipmapCount; m++) { Color[] c = texture.GetPixels(m);

for (int i = 0; i < c.Length; i++) { c[i].r = 1 - c[i].r; c[i].g = 1 - c[i].g; c[i].b = 1 - c[i].b; } texture.SetPixels(c, m); } // Instead of setting pixels for each mip map level, you can modify // the pixels in the highest mipmap then use texture.Apply(true); // to generate lower mip levels. } }